The Big Shield Lobby: An Eve Online PvP Blog

Tuesday, 12 September 2017

At the moment, Craftworld Eldar could be in a worse spot,
especially compared to some of the other codexes. They have a number of units
which, together with the ynnari faction rules, allows them to field relatively
competitive 'elite-style' armies.

That said, I see two significant problems with
Craftworld Eldar. Firstly, they don't have access to a variety of
competitive anti-horde units. Secondly, a large number of their units are
over-pointed such that they don't see much use at all. With a number of units,
these problems overlap – I.e. traditional anti-horde units are too points
inefficient to see use.

Taking the lack of competitive anti-horde units first. In
previous editions, these would have included the following units – Windriders,
appropriately armed Vypers and Warwalkers, guardians, dire avengers, night
spinners (and possibly fire prisms) and swooping hawks. None of these units are
seeing much competitive play although some are better than others. Personally I
think guardians are probably in the best place on this list but they're still
not great. I have a few ideas on how to make these units competitive choices.
This includes comments on how to address the second issue, overcosted points
values:

1.Windriders – They are too fragile for their
points cost, especially with no move-shoot-move ability and changes to cover
rules. I suggest a points reduction of the base model (no wargear) to 10
points. This will mean a scatter laser jetbike will cost 25 points. If that
still doesn't work, I suggest considering giving them a 3+ save again. I don't
think it would be good to go back to the 'unfun' jump-shoot-jump rule (even
though I love it).

2.Vypers – One problem with Vypers is that you
often want to run them as dual shuriken cannon so you can avoid the 'one gun'
platform issue. The other problem is their excessive points cost, at between
80-90 points for a single heavy weapon model. I would suggest a points
reduction to 44 points per model. They also need a different special rule.
Their 'blade wind' ability doesn't cut it and should be replaced. Firstly, it
commits you to taking large units of Vypers (that can't split up) which hurts
you on satisfying detachment requirements. Secondly, you lose the rule once one
of the three vypers dies. I would suggest that they be allowed to move and
shoot heavy weapons without penalty. If that's not good enough, in the
alternative, give them the -1 hit rule that the venom has.

3.Warwalkers – Again, too expensive. Again, I
would suggest a flat points reduction to 31 points per model. Another way to
go, perhaps with a less aggressive points reduction, is to give them another
mobility 'trick'. I always thought the forge-world 'jump-jet' style walkers
were cool. Perhaps give them an upgrade option as follows – "Once per
game, at the end of your movement phase, you can move this unit 24" in any
direction [insert standard text about not landing with 9" of enemy models
etc]". Alternatively again, give them a rule equivalent to 'outflank' from
previous editions. Regardless, they need a substantial points reduction.

4.Dire Avengers – Horribly overcosted. I suggest
they be 12 points with their weapon. This could also be complimented with a 1
CP 'bladestorm' stratagem equivalent to their previous rules. For example –
"1 CP – Bladestorm – Use this stratagem during a shooting phase. Pick a
friendly Dire Avenger Unit. That unit's avenger shuriken catapults become
'assault 3' until the end of the phase. A dire avenger unit can only be the
target of this stratagem once per game". Given how good horde armies are
at the moment, even this might not be good enough. Perhaps a dual firing mode
for their weapon could be considered. E.g. mode (1) – '12" range, assault
3', mode (2) '18" range, assault 2'.

5.Guardian Defenders – Make them 6 points base and
let their heavy weapons platforms move and shoot with no penalty, just like
previous editions. Giving them a stratagem similar to that in relation to the
Dire Avengers above could also be considered.

6.Storm Guardians – Storm Guardians have not been
playable since 3rd edition (when I started playing) – they need aggressive help
to become viable. This is especially the case when they are competing
with guardian defenders and the excellent shuriken catapult. I suggest making
them 5 points base, with a minimum squad size of 6. This would allow one squad
to fit in a falcon and two squads to fit in a wave serpent. It would also
synergize better with the ynnari rules. The costs for them to take
flamers and fusion guns should also be moderately reduced in some way. Say, 12
points for a fusion gun and 6 points for a flamer. Depending on how powerful
those changes are, allowing them to take 2 special weapons only in squads of 8+
could also be considered. Granted, these changes don't necessarily make them a
better 'close-combat' guardian unit. I'm not sure how you do that however
without making substantial changes to their base strength/toughness 3, 1
attack, 5+ save statline. Perhaps give them 2 attacks base?

7.Night spinners – I would suggest a base cost
reduction to 135 points and an improvement to their gun. Perhaps make its gun
heavy 3d6 but make its damage characteristic '1'. Alternatively, add a rule to
its gun equivalent to – "Any time an enemy unit suffers a hit from this
weapon, that unit must halve its movement and charge ranges, rounding up".

8.Swooping hawks – Points reduction to 15 points
including their gun. Make lasblasters 'rapid fire 3'. Furthermore, remove their
ability to deal mortal wounds and replace it with an anti-horde ability,
similar to the swooping hawk grenade pack rule of previous editions.

I have tried to make 'balanced' suggestions on the above
units but regardless, changes need to be made to give Craftworlds competitive
anti-horde units.

The other broad issue is overcosted units across the
Craftworlds index. Notably examples of these include rangers, falcons, fire
prisms, vaul's wrath batteries, striking scorpions, warlock conclaves and warp
spiders.

To reinforce the above comments on uncompetitive units and a
lack of an anti-horde option, one only needs to consider the units commonly
appearing in Ynnari Craftworld tournament lists. These are limited to – Wave
Serpents, Dark Reapers, warlocks, spiritseers, farseers, autarchs, hemlock
wraithfighters, crimson hunters, howling banshees, fire dragons, d-scythe
wraithguard and shining spears. Apart from these units, very little is
appearing in Ynnari Craftworld lists. Note that none of these units are
dedicated anti-horde units. I would suggest that wave serpents are not
specialists in this role. With triple shuriken cannon they can help, but their real
strength is via providing a durable, mobile transport and late-game objective
grabber.

In summary then, Craftworld eldar need better anti-horde
units. Further, many craftworld eldar units need points adjustments. This is
demonstrated by evidence of craftworld tournament lists using the same units to
the exclusion of all other choices.

Tuesday, 7 January 2014

Well I am now back from the Xmas break. I played no Eve for two weeks(!) so i've been logging some serious game time since I got back.

My alliance is now deployed in Vale of the Silent. While we've had lots of great brawls so far, in this post i'm going to comment on the strategic situation in the Vale and its effect on the greater N3PL v CFCDTF war.

Monday, 16 December 2013

Over the past two days I have done some decent testing of the Mousecat doctrine I explained in a previous thread. These things are super fun, super cheap and really effective at what they're meant to do. Full report after the break!